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Technical Director Sean Tracy and Character Art Director Josh Herman answer questions following their panels at CitizenCon 2948.

To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.

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Explore the process of mission design and the development of combat AI as our behind-the-scenes mission walk-through continues.

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Q&A: Anvil Aerospace – Valkyrie

Following the launch of the Valkyrie from Anvil Aerospace, we took your community-voted questions to our designers to give you more information on the recently unveiled troop/personnel transport.

Special thanks to John Crewe and Todd Papy for answering these questions.

If the Valkyrie can´t hold cargo, how are the players supposed to transport small supplies (ammo, food…) and weapons (like mortars or anti-tank weapons, railguns or RPGs etc…) to the front lines?

The Valkyrie’s purpose is to carry troops and a vehicle down to a location, drop them off, and provide close support via its weaponry. It is very much a dropship/gunship rather than a resupply ship. While some dropships may simply drop off the team and jet, the Valkyrie is equipped to provide continued support for drop off and extraction. The troops onboard have a gunrack per seat alongside storage lockers for additional items if the crew are not using them. The combination of troops, FPS weapon racks, vehicle deployment, and the ability to provide close support, all makes the Valkyrie a strong candidate for when you need to get in and out planetside.

What can we expect for drop ship gameplay? Can you give examples of missions or jobs that this ship could perform without having 10+ friends in game.

While the ideal gameplay for this ship is dropping friends off into combat zones, naturally not everyone has that amount of friends available at all times to facilitate this being a common occurrence. Typical gameplay missions for solo or low player counts would be hiring NPCs for combat missions and transporting them to the location or retrieving groups of abandoned NPCs/players from their own missions which may have not gone to plan. At its...
Writer’s Note: Phantom Bounty: Part Two was published originally in Jump Point 3.2. Read Part One here.

Devana lifted through the sky, and the gleaming towers of Tevistal faded away beneath the cloudline. Exhilaration raced through Mila at the feel of the Freelancer moving through the air, her back pressed against the well-worn pilot’s seat, all of the heady power of the ship under her command.

This was the one place she always felt free and in control, as if she could be anyone and do anything. But open space was a double-edged knife, filled with the promise of both endless possibility and danger. And today it was danger she and Rhys were headed toward: their last chance to catch the Phantom. To catch the terrorist who called herself Elaine.

“Did I ever tell you I love watching your face when you fly?” Rhys smirked at her from the co-pilot’s seat.

Mila warmed at the look in his eyes and lifted a brow. “I think you love watching my face when I’m doing . . . lots of things.”

Rhys grinned at her, and Mila knew they were both recalling the quick fun they’d just had in the bunk while waiting for clearance. She wasn’t going to try to label this relationship as anything other than business . . . for now. But being business partners with benefits sure was nice for the built-in stress relief.

When they finished their ascent and hit the emptiness of space, Rhys brought up the system map on the HUD and set a course for Mila to follow. She altered their path to follow a trajectory that would take them to the orbital platform at the edge of the system.

“If that dock snitch told the truth,” Mila said, “the Phantom’s headed to the orbital platform to meet her contact. But what do we know about this Septa platform?”

Rhys brought up the system map and searched for available data. “Septa’s owned by a company called McGloclin, but it looks like...
Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU.

You can submit your questions for consideration in future episodes of Calling All Devs here.

And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions

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Hello everyone,

We hope you have been enjoying the daily CitizenCon panel uploads on our YouTube channel. There’s still more panels being released through the end of the month, so keep an eye out for those!

Last week we also kicked off two equally haunting contests. Get into the Halloween spirit with this year’s Pumpkin Carving Contest, or show us your best in-game screenshots depicting your character’s most terrifying or terrified expressions, using the newly introduced FOIP technology! As a reminder, both of these contests end tonight at 11:59 PM Pacific.

Lastly, for the chance to get your hands on a Constellation Phoenix, or other exciting prizes, check out our Mustang Commercial Contest. Similar to the Halloween contests, you only have until tonight at 11:59 PM Pacific to submit a video focusing on one variant of the Mustang lineup for a chance to win!

And with that, let’s see what else is going on this week:

Calling All Devs is back! Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted for by YOU. This week we talk about inner thought animations, the Banu Defender, and more!

Wednesday will bring the answers you’ve been looking for in our latest Q&A, this time for the Anvil Valkyrie.

Thursday will welcome a new...
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Jump Point Now Available!

Attention development subscribers: the October 2018 issue of Jump Point is now available in your subscription area. You’ll learn about the development of the Drake Kraken, go in-depth with the team building Huston and Lorville, learn about Constellation Phoenix in a new Whitley’s Guide excerpt and more!

Interested in becoming a development subscriber? You can learn more here.

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Gameplay Programmer David Colson and Vehicle Pipeline Director John Crewe discuss the current revamp to Star Citizen’s Flight Experience.

To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.

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Dive into mission design as we go behind the scenes with the CitizenCon mission play-through.

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Hello everyone,

We hope you enjoyed the daily CitizenCon panel uploads on our YouTube channel last week and there’s still more to come, with more panels being released through the end of the month. Let us know in the comments below which has been your favorite panel so far.

We also released the Kraken Q&A last week, which included answers to your top-voted questions, regarding its refuel, restock, and repair capabilities, and more. Make sure to check it out here.

Did you attend CitizenCon and mount up on the back of the Drake Dragonfly? The complete gallery of attendees riding the to-scale bike was also published last Friday. Find your pictures and share them with the ‘verse.

Lastly, for the chance to get your hands on a Constellation Phoenix, or other exciting prizes, check out our Mustang Commercial Contest. You have until October 29th to submit a video focusing on one variant of the Mustang lineup for a chance to win!

And with that, let’s see what else is going on this week:

Calling All Devs, will be on hiatus this week, taking a well-deserved break as we head back into our regular schedule next week.

Thursday will welcome a new episode of Around the Verse where we’ll take a look at the latest Star Citizen news and dive into the tech behind the CitizenCon mission playthrough.

Tune in on Friday at 9am PST for another episode of Reverse the Verse, broadcast live on our Star Citizen Twitch channel. This week, we’ll be following...